For the Brotherhood! A call to arms. (Inactive)

Game Master thelizardwizard

You have all passed your final trials, you are now full fledged knights of the Order. However, travesty strikes on the night of your formal celebrations...

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First draft, so things are going to be rough. I'll be refining things and should have something more refined up in a couple of days.

Dalen Felder:

Dalen Felder
Human fighter 4
LN Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 48 (4d10+16)
Fort +8, Ref +3, Will +3 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +7 (1d3+3 nonlethal)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack, Scholar[ISWG], Squire, Toughness, Weapon Focus (greatsword)
Traits affable, eye for quality
Skills Appraise +10, Climb +8, Craft (alchemy) +6, Diplomacy +7 (+9 to gather information.), Handle Animal +6, Intimidate +5, Knowledge (local) +10, Knowledge (nobility) +7, Perception +3, Profession (brewer) +6, Profession (cook) +5, Profession (merchant) +6, Profession (peddler) +7, Ride +6, Survival +5
Languages Common, Dwarven, Elven
SQ armor training 1
Other Gear 4,000 gp
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Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scholar (Knowledge [local], Knowledge [nobility]) +2 bonus on two Knowledge skills
Squire (Base Score 5) You attract a squire to aid you in your knightly endeavors.

Dalen's Background:

Born the youngest son of four brothers, and the youngest child of eight siblings, Dalen was almost an afterthought in many ways. His eldest brother would inherit the family's fortune and main businesses while the younger siblings were each groomed to aid in growing that same fortune or the family's influence. By the time Dalen was born, the Felders really only had one thing left for their youngest son, to join the Brotherhood and help the family get a foothold there. So, after a childhood of learning all of the niceties of high society, Dalen was apprenticed as a squire at the age of fourteen. Now, four years later, his parents once again are pushing for him to become an officer and gain rank as quickly as he can, and to that end, he's been given a squire to train.

Dalen's Personality and Appearance:

Dalen is a genial sort. He gets along with just about everybody, though he can be a stickler for the rules. There are a few things that do get him into a foul mood, his parents, his squire, and moneychangers. Those that get to know him, or are assigned to the same mission as he is find that he is a shrewd businessman and often makes money on the side by selling and buying goods in the towns he visits along the way.

Despite his image as a moonlighting merchant, he does look the part of a man at arms if not a knight. He stands at 6 foot 4 inches and possesses a thick torso and arms. His hair is black and his eyes are green.


Plans for Dalen:

I am planning having him have a wagon, a couple of draught horses, and some trade goods as part of his starting wealth. Eventually, if the campaign allows, I'd love to get enough for a mobile brewery and a third cart for holding casks of ale. He'd basically be running a business on the side of his adventuring career. I was thinking about calling it Knightly Brews. :P

Elaina Tirel:

Elaina was born in Aldune as the result of a tryst between two foolish adolescents on the cusp of adulthood. Her father, an unsuccessful blacksmith's apprentice and her mother, a lazy scullery maid, soon learned how large of a mistake they made when their families could not support them and their newborn daughter. Rather than face starvation, the two abandoned the infant to the woods. She was discovered by one of the better trackers and hunters in Aldune and he took her in as his own. He taught her the skills she needed to be able to survive, and for fifteen years, everything seemed to be going right. That was until one of the knights of the Brotherhood came and called on the tracker's services as a hunting guide. The knight got drunk one night in the camp and made advances towards Elaina, which were rejected. The knight grew furious, but the tracker swiftly knocked him out. The next morning the tracker was informed that there was a penalty for striking a knight, but the knight would be merciful and only take his adoptive daughter instead. Unable to do anything, the tracker could only apologize to Elaina before she was dragged back to the capital and pressed into the Brotherhood.

Elaina is wise beyond her years, and can see things from both sides. She is a skilled archer and tracker and will likely surpass her adoptive father in time. While reserved most of the time, she possesses a rapier wit that comes out when people annoy her, or she's around Dalen. One of the things she hates the most is being called a kid or child, which is very easy to do given her red-haired, blue-eyed, freckled face looks a year or two younger than her sixteen years to most people.


Lots of fighters going on


No worries, since its homebrew I will have an easier time tweaking it to the group selected. so even a fighter heavy group should do ok.


Here is the tank-healer-damage-dealer from Johnnycat. All the information should be available in the alias, but I'll pass on the background here again.

The Man with the Metal Hand:

Lienhol grew up feral, orphaned from birth and forced to survive on the edge of society. Time spent in the wilderness was only interrupted by trips to nearby townships to steal and scrounge what little he could. By the time he was an adolescent, such antics had cost him his left arm. Meanwhile, unbeknownst to him, he had drawn the attention of a religious organization known as the cult of the red queen. With the death of a previous Dreadguard, the rite had become to select a new heir to the title. The soothsayers declared that the next in the line would be have been born with wild heart under the full moon, and using this information in conjunction with their prophetic visions they were able to track down Lienhol.

Induction into the cult helped Lienhol grow from a beast into a full fledged med. He was clothed, fed, cared for, tutored in combat and scholarly studies. Even his missing arm was replaced with a brass copy courtesy of a Nasaran engineer. In return, Lienhol threw himself fully into the cult, becoming one if its most ardent supporters. He had found the structure that he needed to flourish into a heroic individual, taking on the mantle of Dreadguard and subsequently entering the order of the new dawn by the time he was in his mid-20's

Cult of the Red Queen:

The Cult of the Red Queen worships a female aspect of the empyreal lord Ragathiel. Their sect is small and obscure, never numbering more than 500 or so at any given time. In fact, they are so little known that they are often lumped in with the worshipers of other deities (most commonly Iomedea).

Within the Cult of the Red Queen there is an individual known as a Dreadguard - one who is believed to be the physical embodiment of their goddess. As a result, their can never be more than a single Dreadguard at any given time and that individual (man or woman) is expected to hold themselves to the highest standards as a representative of their faith. While this makes a Dreadguard important as a political figure and leader, their ultimate duty is to serve as crusaders of good, essentially tasked with traveling and meting out justice whenever necessary. They are forbidden from taking any action that would interfere with this duty, meaning most Dreadguard do not settle down.

The process of selecting a new Dreadguard is not political, but rather the result of many days of divining on the part of the cult members. Whatever the result of this process the results are honored, even if the potential candidate seems ill-suited for the role. Commonly, a Dreadguard, especially a newly initiated one, will join the Order of the Dawn to ensure that they are always sent where they are needed most. Beyond that, the Dreadguard spend much of their free time in prayer or otherwise training, as they are expected to be able to approach any situation in the name of good. This makes them well-rounded, if somewhat serious individuals.

The Red Queens sacred colors are crimson and brass and her holy symbol is a crown in chains.

Any feedback/commentary/criticism is welcome and appreciated.


background:
Wilf grew up in the mountain home of the Ironmug clan. He comes from a long line of army officers serving the clan. His father, grandfather, and most uncles have all served, and it truly is ingrained into his blood.

Having been steeped in tradition, Wilf might have been steeped a bit bit much. He went overboard on dwarven traditions, specializing in an archaic weapon, and taking up a nearly ascetic lifestyle (which in dwarf terms includes ale of course). Becoming rather on the xenophobic side due to his worldview, his father decided enough was enough, and that Wilf would have to be forced to expand his vistas. When word was announced that the Order was recruiting, his father announced that Wilf was going. This horrified Wilf, and he fought it as much as he could. However, honoring your father is another strong dwarven tradition, so trapped between his fears, and his ethos, he acceded to the new duty and left for the capital city.

appearance/personality:
Wilf strives to be the dwarfiest dwarf possible, almost a caricature (however this does not include a Scottish accent). Out in the world with other races, and his general fear/dislike of them, this has become a crutch he falls back on to keep himself stable. Also, he relies on ale, lots of strong ale. Combat doesn't really scare him, just new people and new ideas.

He has a long bushy beard, but it is well trimmed. He keeps his armor and weapons in immaculate shape. He is a bit more muscular than average, though of average height (for a dwarf) with black hair and gray eyes.


I will dot this, to make a character later today.

I assume i can't opt for the point-buy after seeing the rolls?


I'll submit a character, using the point-buy system described in the OP's first post. I'll update with some story stuff in a bit.

Crunch:

Savos Adze
Male halfling barbarian (urban barbarian) 2/rogue (unchained, vexing dodger) 1/swashbuckler (mouser) 1
CG Small humanoid (halfling)
Init +5; Senses: Perception +10
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Defense
--------------------
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size)
hp 49
Fort +8, Ref +11, Will +3
Defensive Abilities uncanny dodge
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Offense
--------------------
Speed: 30 ft.
Melee: Lefter (Boarding Axe) +10 (1d4+1/×3 plus 1d6 sneak attack) or
Righty (Boarding Axe) +10 (1d4+2/×3 plus 1d6 sneak attack)
Special Attacks: Deeds (Derring-Do, Dodging Panache, Underfoot Assault), Panache (1), Rage (9 rounds/day), Rage Power (Raging Climber +2), Sneak Attack (Unchained) +1d6
--------------------
Statistics
--------------------
Str 8, Dex 21, Con 16, Int 10, Wis 12, Cha 12
Base Atk +3; CMB +1; CMD 16
Feats: Blundering Defense[ARG], Cautious Fighter[ARG], Combat Expertise, Weapon Finesse, Precise Striking
Traits: Intrepid Volunteer (skill), Scrambling Servant
Skills: Acrobatics +13 (+18 to move through spaces of larger foes), Appraise +4, Climb +16 (+18 while raging), Craft (ships) +8, Disable Device +10, Disguise +5, Intimidate +5, Knowledge (local) +4, Linguistics +5, Perception +10, Sense Motive +5, Sleight of Hand +9, Stealth +15, Swim +2; Racial Modifiers +2 Perception
Languages: Common, Dwarven, Elven, Halfling
SQ: Controlled Rage, Crowd Control, Limb Climber, Swashbuckler Finesse, Underfoot Dodger
Combat Gear: Cat Burglar's Boots, Air Crystal, Antiplague[APG], Antitoxin, Barbarian chew;
Other Gear: +1 lamellar (leather) armor, Righty, Lefter, ioun torch, canteen[UE], climber's kit, masterwork artisan's tools, masterwork backpack[APG], masterwork thieves' tools, 1,098 gp
--------------------
Special Abilities
--------------------
Blundering Defense: Total defense or fighting defensively grants adjacent allies half your AC bonus.
Cautious Fighter: When fighting defensively/using tot. defense, gain +2 to dodge AC.
Combat Expertise: +/-1 Bonus to AC in exchange for an equal penalty to attack.
Controlled Rage (Ex): May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control +1 (Ex): If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Deeds
Limb Climber (Ex): You can climb up creatures at least 1 size category larger than you.
Panache (Ex): Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rage (9 rounds/day) (Ex): +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Climber +2 (Ex): While raging, gain the listed enhancement bonus to climb.
Sneak Attack (Unchained): +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse: Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-footed.
Underfoot Dodger: Crowd squares do not count as difficult terrain, Acrobatics +5 to mv. through occupied spaces.

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I submit Posh Nanjet, a gnome prankster (bard). At work, but will get the fluff finished and posted as soon as I can.

Stats:

===Posh Nanjet===
CN Bard (Prankster) 4
Male Gnome HP: 46
Init: +2 Senses: Low Light Vision; Perception +9, Sense Motive +2
Speed: 20ft

===Defenses===
AC: 21 Touch: 14 FF: 18; +4 vs Giants (+5 Armor +2 Shield +2 Dex +1 Deflection +1 Size)
Fort: +6 Ref: +7 Will: +7; +2 vs Illusion+4 vs Language Dependent, Sonic, Bardic Performance

===Offense===
Melee
MWK Whip +5 (1d2+1/x2)
Cold Iron Dagger +4 (1d3+1/19-20x2)

Ranged
MWK Shortbow +6 (1d4/x3)

SLA: 1/day → Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals

Spells Known: --- Concentration +11
Level 0 DC: 15 → Dancing Lights, Detect Magic, Mage Hand, Mending, Message, Read Magic
Level 1 → 5/day DC: 16 → Cure Light Wounds, Grease, Touch of Gracelessness, Unseen Servant
Level 2 → 2/day DC: 17 → Calm Emotions, Silence

===Statistics===
Str: 12 Dex: 15 Con: 18 Int: 14 Wis: 14 Cha: 20
BAB: +3 CMB: +3 CMD: 15
Traits: Focused Mind; Mentored (Perform Comedy)
Feats: 1b) Combat Expertise; 1b) Scribe Scroll; 1) Shield Focus; 3) Dodge
Trained Skills: Bluff (+13), Diplomacy (+12), Disguise (+9), Intimidate (+13), K (Arcana) (+8), K (Engineering) (+11)*, K (History) (+11), K (Local) (+8), K (Nature) (+8), K (Nobility) (+8), K (Religion) (+8), Perception (+9), Perform (Comedy) (+13), Perform (Dance) (+11), Sleight of Hand (+9), Spellcraft (+7), Stealth (+13), UMD (+12)
Language(s): Common, Elven, Gnome, Orc, Sylvan
Combat Gear: Mithril Chain Shirt, Darkwood Buckler, MWK Whip, Cold-Iron Dagger, MWK Shortbow, 40 Arrows, Wand of CLW (50), Wand of Infernal Healing (50), Wand of Stabilize (50)
Other Gear: MWK Backpack, Waterproof Bullseye Lantern, Vial Antitoxin, 20 Sheriff's Whistles:: 185g

===Special Abilities===
Performance: 15 rnds/day
Mock → Can Target 2 Creatures within 90ft = Will DC 10 + ½ level + Cha; Target takes -2 to skill/attack rolls until damages bard
Inspire Courage → +1 Morale Bonus vs charm/fear saves, competence bonus to attack and weapon damage
Inspire Competence → +2 competence bonus to skill check
Countersong
Distraction
Versatile Performance Perform Comedy - Bluff & Intimidate


Dotting for interest.


I want to expand on the background some more, but here's the first pass for my Gunslinger / Machinesmith character.


Question: What are the most prevalent deities celebrated by the order?


Iomeade, Erastil, Sarenrae, the big "good" deities. Their are several other gods that are worshiped, even minor deities, but they would a very low percentage.


Stat: 4d6 ⇒ (6, 1, 3, 4) = 14
Stat: 4d6 ⇒ (4, 6, 1, 2) = 13
Stat: 4d6 ⇒ (2, 3, 6, 2) = 13
Stat: 4d6 ⇒ (5, 6, 4, 3) = 18
Stat: 4d6 ⇒ (1, 4, 5, 5) = 15
Stat: 4d6 ⇒ (6, 1, 4, 4) = 15
Reroll 1: 1d6 ⇒ 5
Reroll 1: 1d6 ⇒ 5
Reroll 1: 1d6 ⇒ 5
Reroll 1: 1d6 ⇒ 1
Reroll 1 again: 1d6 ⇒ 4
Reroll 1 Entire Roll Set: 4d6 ⇒ (5, 6, 1, 1) = 13
Reroll 1 Entire Roll Set reroll 1: 1d6 ⇒ 3
Reroll 1 Entire Roll Set reroll 1: 1d6 ⇒ 3

STATS
15
15
14
15
15
14
I think I can work with this


My Submission...Will adjust it soon


Introducing Tordrek the Rusted, exiled dwarf and gun tank gunslinger!

Stats:

Tordrek the Rusted
Dwarf gunslinger (gun tank) 4 (Pathfinder RPG Ultimate Combat 9, 50)
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 21, touch 12, flat-footed 19 (+8 armor, +2 Dex, +1 natural)
hp 48 (4d10+16)
Fort +7, Ref +8, Will +5; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee warhammer +5 (1d8+1/×3)
Ranged mwk musket +9 (1d12/×4)
Special Attacks deeds (deadeye, gun tank's resolve, gunslinger initiative, pistol-whip, quick clear, utility shot), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 16, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +5; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Combat Expertise, Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits indomitable faith, unblemished barrel
Skills Acrobatics +0 (-4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +2, Craft (alchemy) +8, Heal +8, Perception +10 (+12 to notice unusual stonework), Stealth +2, Survival +10, Swim +2; Racial Modifiers +2 Stealth, +2 Survival, +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training, bullet defection, gunsmith
Other Gear +1 banded mail, alchemical cartridge (paper)[UC] (15), black powder[UC] (5), mwk musket[UC], warhammer, amulet of natural armor +1, belt pouch, flint and steel, gunsmith's kit[UC], mess kit[UE], powder horn[UC], 39 gp, 5 sp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bullet Defection (+4) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds Use Grit to perform special abilities with your firearms.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Background:

Tordrek was born into the Ironcup clan, to a staunchly traditionalist dwarven family. Tordrek however, was not the typical dwarf. First, he didn’t see the need for the unrelenting order of the Ironmugs. Secondly, he didn’t revere the traditional dwarven gods, instead worshipping Brigh, the goddess of invention.Third, and most worrying to his family, was his inability to grow a beard. His facial hair was patchy at best, and nonexistent at worst. He lived life on the edge of Ironcup society, never truly fitting in with the rest of them, but not wanting to abandon the only life he had ever known. But all of that came to a screeching halt when he was found building a firearm and tinkering with alchemy. The clan was outraged at his departure from their values but when his father went to disassemble Tordrek's lab, something exploded and blew off his fathers arm. The clan saw this as a last straw and he was cast out of the Ironmug lands, and the name “Ironmug” was replaced with “the Rusted” to show his banishment. Lost and alone, he wandered for a few years before making his way to Sparo to join the Order of the New Dawn. The order’s namesake was what Tordrek desperately hoped for, and so he entered the trials.

Appearance and Personality:

Tordrek is an unusual dwarf, with the most readily apparent feature being his lack of a beard. Second, is the holy symbol of Brigh on a simple chain around his neck. Long brown hair is tied back with a strip of leather and dark eyes reflect years of hardships. A musket is slung on his back and he wears cold-weather gear over well-crafted splint mail.

Having carried the weight of his banishment for years, Tordrek is a deeply cynical person. Despite this, he doesn’t want anyone to suffer what he went through, and tries to do the best he can in life. He is still a dwarf, and has the characteristic gruffness and love of alcohol. He usually keeps to himself, but can be fiercely loyal to those he cares about.

Feel free to ask questions, and I’ll answer them to the best of my ability.


Hmmm. I wouldn't say building a firearm would lead to exile, maybe his tinkering caused an accident and people were injured? That, along with the rest might warrant a banishment.


Ah, I wasn't sure what the level of tradition was, I'll adjust the background accordingly.


Rolling for stats!
4d6 ⇒ (4, 4, 2, 1) = 11 10
4d6 ⇒ (3, 6, 2, 6) = 17 15
4d6 ⇒ (3, 2, 1, 3) = 9 8
4d6 ⇒ (2, 6, 6, 3) = 17 15
4d6 ⇒ (5, 3, 2, 1) = 11 10
4d6 ⇒ (6, 2, 1, 4) = 13 12

Rerolling 1s:
1d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12 10
15
1d6 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14 12
15
1d6 + 5 + 3 + 2 ⇒ (2) + 5 + 3 + 2 = 12 10
1d6 + 6 + 2 + 4 ⇒ (3) + 6 + 2 + 4 = 15 13

Final Stats:
10 15 12 15 10 13

I'm sure I can use this... Most likely! XD
Not amazing, but totally not bad!

I'm thinking about going Two-Weapon Warrior(Fighter) or Eldritch Guardian(Fighter)


Question 2: I am building up a Cleric of Erastil, following his deity in the way of the bow. Clerics are pretty feat starved, and archery has a high tax. I was wondering if I can modify the Crusader archtype, replacing the shield and weapon proficiency for all bow feats. Turning the cleric into a Crusader of Erastil.

It's only about four extra feats over the lifetime of the character, at the cost of a domain and diminished spell casting. But I can be thematically viable, and achieve an effective Emerald Knight.

RPG Superstar 2009 Top 16

4d6 ⇒ (6, 3, 6, 2) = 17
4d6 ⇒ (4, 4, 6, 4) = 18
4d6 ⇒ (1, 1, 5, 3) = 10REROLL1's 2d6 ⇒ (6, 2) = 8
4d6 ⇒ (1, 3, 3, 3) = 10REROLL 1's 1d6 ⇒ 1 REROLL 1's 1d6 ⇒ 1 WTF??REROLL 1's 1d6 ⇒ 1 WOW!!!
4d6 ⇒ (5, 2, 4, 1) = 12REROLL entire roll 4d6 ⇒ (6, 4, 1, 2) = 13
4d6 ⇒ (2, 6, 4, 2) = 14

Which nets me
15
14
14
9
12
12


@ everyone, If you do roll, you may still select the 1 to 1 point buy option.

@boss Zog, I don't see why not. They have an archery focused paladin archetype if you hadn't considered that but, then again, its not a cleric.


Stat1: 4d6 ⇒ (5, 1, 4, 2) = 12
Stat2: 4d6 ⇒ (3, 3, 4, 6) = 16
Stat3: 4d6 ⇒ (5, 6, 4, 3) = 18
Stat4: 4d6 ⇒ (6, 5, 1, 6) = 18
Stat5: 4d6 ⇒ (2, 4, 2, 5) = 13
Stat6: 4d6 ⇒ (4, 5, 5, 6) = 20

Reroll1: 1d6 ⇒ 2
Reroll4: 1d6 ⇒ 6

FullRerollStat1: 4d6 ⇒ (6, 6, 2, 4) = 18

Stat array is 11,13,15,16,16,18

Um, ok... yea I can make that work!

I'm thinking of a half-orc paladin/sorcerer that is working towards dragon disciple. I should have the basic crunch done today.


4d6 ⇒ (3, 1, 4, 6) = 14 [6+6+4] 16
4d6 ⇒ (1, 3, 1, 4) = 9 [6+4+4] 14
4d6 ⇒ (5, 2, 1, 6) = 14 [5+6+3] 14
4d6 ⇒ (1, 5, 5, 3) = 14 [6+5+5] 16
4d6 ⇒ (6, 4, 6, 1) = 17 [6+6+6] 18
4d6 ⇒ (4, 6, 1, 2) = 13 [6+6+4] 16

Row 1 reroll: 1d6 ⇒ 1
Row 2 rerolls: 2d6 ⇒ (1, 1) = 2
Row 3 reroll: 1d6 ⇒ 3
Row 4 reroll: 1d6 ⇒ 6
Row 5 reroll: 1d6 ⇒ 1
Row 6 reroll: 1d6 ⇒ 3

Row 1 2nd Reroll: 1d6 ⇒ 1
Row 2 2nd Reroll: 2d6 ⇒ (6, 4) = 10
Row 5 2nd Reroll: 1d6 ⇒ 6

Row 1 2nd Re-Reroll: 1d6 ⇒ 6

In total its 14, 14, 16, 16, 16, 18 I think those can be worked with.


Trying my luck at rolling since you said we may choose if the rolls are bad either way.

6d6 ⇒ (3, 1, 1, 5, 5, 4) = 19 = 14
6d6 ⇒ (2, 1, 6, 5, 1, 5) = 20 = 16
6d6 ⇒ (1, 4, 1, 6, 6, 6) = 24 = 18
4d6 ⇒ (4, 5, 6, 6) = 21 = 17
9d6 ⇒ (1, 1, 1, 1, 3, 4, 1, 4, 6) = 22 = 14
5d6 ⇒ (3, 4, 3, 1, 4) = 15 = 11 <<reroll

6d6 ⇒ (5, 1, 1, 3, 6, 5) = 21 = 16
Added d6's to each roll until it gave me 4 non 1's.

18,17,16,16,14,14.


Background:

Rols grew up in a large orc tribe in the mountains. While made up of mostly orcs the tribe contained many humans,half-orcs, and a few other humanoids. Unlike the majority of half-orcs Rols parents were both half-orcs, which protected him from some level of bullying.

At the end of his twelfth winter he was selected to apprentice as a shaman along with twenty others. The training was brutal and deadly. A few of the neophytes were offered up as sacrifices, others died gruesome deaths along the way, and a few lost the will to finish wandered of into the wilderness.

The torture and abuse continued until killed an instructor and fled.

After days of running Rols stumbled upon a grotto that turned out to be the lair of a dryad druid and her bear companion. The dryad agreed to shelter Rols and complete his training. The year under the dryad helped Rols regain part of his humanity he lost in earlier training. On thing he was sure of was he wanted to help people and nature. From there he traveled from the wilderness into civilization.


looking pretty good boys. However, remember Half-orcs are often distrusted and or looked down on. While some within the order pity them for their lot of parents, most don't get quite that soft-hearted. Often people won't buy things from you simply because of your heritage. Very few half-orcs have any kind of actual business, and the few who do are mostly relegated to other half-orcs and members of the Order as customers, or those that trust the Orders judgement.


My submission is complete


Half-orcs not concerned with such things


Rols wrote:
Half-orcs not concerned with such things

actually very likely, on many accounts.


Bard should be done now. Thank you for your consideration.

@lizardwizard, would it be ok if I dropped the 'Scribe Scroll' bonus feat for 'Extra Performance' as they do in society play?

Stats:

===Posh Nanjet===
CN Bard (Prankster) 4
Male Gnome HP: 46
Init: +2 Senses: Low Light Vision; Perception +9, Sense Motive +2
Speed: 20ft

===Defenses===
AC: 21 Touch: 14 FF: 18; +4 vs Giants (+5 Armor +2 Shield +2 Dex +1 Deflection +1 Size)
Fort: +6 Ref: +7 Will: +7; +2 vs Illusion+4 vs Language Dependent, Sonic, Bardic Performance

===Offense===
Melee
MWK Whip +5 (1d2+1/x2)
Cold Iron Dagger +4 (1d3+1/19-20x2)

Ranged
MWK Shortbow +6 (1d4+1/x3) → +1 weapon attunement

SLA: 1/day → Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals
Spells Known: --- Concentration +11
Level 0 DC: 15 → Dancing Lights, Detect Magic,Mage Hand, Mending, Message, Read Magic
Level 1 → 5/day DC: 16 → Cure Light Wounds, Grease, Touch of Gracelessness, Unseen Servant
Level 2 → 2/day DC: 15 → Calm Emotions, Silence
===Statistics===
Str: 12 Dex: 15 Con: 18 Int: 14 Wis: 14 Cha: 20
BAB: +3 CMB: +3 CMD: 15
Traits: Focused Mind; Mentored (Perform Comedy)
Feats: 1b) Combat Expertise; 1b) Scribe Scroll; 1) Shield Focus; 3) Dodge
Trained Skills: Bluff (+12), Diplomacy (+12), Disguise (+9), Intimidate (+12), K (Arcana) (+8), K (Engineering) (+11)*, K (History) (+11), K (Local) (+8), K (Nature) (+8), K (Nobility) (+8), K (Religion) (+8), Perception (+9), Perform (Comedy) (+13), Perform (Dance) (+11), Sleight of Hand (+9), Spellcraft (+7), Stealth (+13), UMD (+12)
Language(s): Common, Elven, Gnome, Orc, Sylvan
Combat Gear: Mithril Chain Shirt, Darkwood Buckler, MWK Whip, Cold-Iron Dagger, MWK Shortbow, 40 Arrows, Wand of CLW (50), Wand of Infernal Healing (50), Wand of Stabilize (50)
Other Gear: MWK Backpack, Waterproof Bullseye Lantern, Vial Antitoxin, 20 Sheriff’s Whistles

===Special Abilities===
Performance: 15 rnds/day
Mock → Can Target 2 Creatures within 90ft = Will DC 10 + ½ level + Cha; Target takes -2 to skill/attack rolls until damages bard
Inspire Courage → +1 Morale Bonus vs charm/fear saves, competence bonus to attack and weapon damage
Inspire Competence → +2 competence bonus to skill check
Countersong
Distraction
Versatile Performance Perform Comedy - Bluff & Intimidate

Background:

Growing up in the worker’s district was rough for Posh and his siblings. His father had a menial position with the air ship constructions while his mother was a librarian. The long hours his father put in, left the children spending a good deal of their spare time hanging out at the library.

Unlike his brothers and sisters, Posh loved this arrangement. He spent hours reading about the heroic adventures of others. Flipping from subject to subject as quickly as he could, filling his mind with random facts of all types… His parents saw a potential in the young gnome. They scrounged up their spare funds and hired an aristocrat to teach him.

The aristocrat did what he could. He tried to teach Posh the proper etiquette for civilized life, the art of dance. Alas, Posh was a strong willed child. He studied, sure. But the gnome took more pleasure in swapping his teachers possessions with whistles and cracking wise. He had no ambitions of his own. He was content to sit and read on The Order’s history.

One day, a rumor caught his attention. The Order was in desperate need of recruits and all were considered. His father insisted he’d never make it. His mother cried and begged him to stay home. They both thought it was just another joke. Perhaps it was...at least in the beginning.

He was reluctantly accepted into the trials and although he didn’t excel at any particular tasks, he did well enough to stay in the program. As the trials became progressively more difficult, his drill sergeants couldn’t help but admit his team improved when he was around.

Against all odds, the gnome graduated. Yelping with glee, he hollered

”There was a gnome named Posh
With dreams his dad tried to Quash.
Defiantly he grabbed his pack
And blew his stack
Only to return with swash!”

Looking forward to receiving an assignment, the gnome hurried off to find his commander.


But that's half (get it) the fun


Submissions so far!
Alistair Wellington - Human Fighter/Rogue
Dalen Felder - Human Fighter
Kostya Tarasov - Gnome Gunslinger/Machinesmith
Lienhol - Half-Elf Oracle/Paladin
Posh Nanjet - Gnome Bard
Rols - Half-Orc Druid/Cavalier
Savos Adze - Halflife Barbarian/Rogue
Serill Elamaer - Elf Wizard
Tordrek The Rusted - Dwarf Gunslinger
Wilf - Dwarf Fighter


One Crusader of Erastil for you.

This is mostly completed. Still deciding on a few things with equipment, and feats for the animal companion.

Background:

In the emerald expanse of the frontier, the residents of Aldune must be hardier than most. The Wilder Family knew this, and have for generations have produced some of the most skilled Rangers and Foresters. Demari hoped to take up the mantle, like his father and sisters before him. A protector of the people.

But he was good with a spear, but not great. Great with the animals, yet horrible with the traps. And always seemed to get lost in the forest, left doused in colored by the pixies.

However, he showed a wisdom beyond his years, took to horse back like he was born for it, and the Bow. His constant companion, a practical holy charm from the family's Deity. There for him whenever he needed it. Be it Fell Beast, or Haughty Fey; it seemed Old Deadeye would look out for him. So, it was decided. He would add a new standard for the family, Cleric of Erastil.

He flourished in the lodge of the Erastil; they showed him ways with the bow, the vast domain of the hunter, and blessings he offered to his clergy. The simple virtues he espoused always seem to make so much sense for Demari. But still he wanted to be out in the Wild, a protector of the community, a Crusader for Erastil.

So on the day of his full anointing into the service of Old Deadeye, he ask the old god for a blessing. So that he may go out into the wide world, and show the Virtue of his ways. A wish that he may defend Aurli, and become a guiding shot in these darkening times.

Good heart in you boy, you might have made a great paladin. But I'll take you as you are.

Demari had his first communion with his God, and Erastil blessed him rightly. Erastil sent him a Dire Elk to be his companion, for it was skill in all the ways Demari was not. The lumbering Grey Hoof, was still but a child, but as it will grows with him. And as Grey Hoof grows in power and it will assist him in his cause.

Then Erastil told him that he will soon be needed, and that the Order will serve as his path.

Crunch:

Demari Wilder
Crusader Cleric of Erastil
LG Medium Human
Init +3|Senses: Perception(+10)
--------------------
Defense
--------------------
HP 30/30
AC 18 (Scale Mail) Touch: 13 Flat: 15 (Dex +3, Armor +5)
Fort +5, Ref +4, Will +8
Defensive Abilities: n/a
--------------------
Offense
--------------------
Speed 30 ft. (20 ft in Armor)
Melee Gauntlet: +6 (1d3+2/18-20)| Dagger: +5 (1d4+2/18-20)
Ranged Comp. Longbow: +6 (1d8/x3) [+1 ATK & DMG at 30ft Range]
Special Attacks: Deadly Aim
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 18, Cha 10
Base Atk +3; CMB +5; CMD 15
Traits: Beast Bond, Exalted of Society
Feats
Campaign: Combat Expertise
Human: Boon Companion
Crusader 1: Precise Shot
1st Level: Point Blank Shot
3rd Level: Deadly Aim
Skills
Ride: +11
Spellcraft: +8
Perception: +10
Sense Motive: +10
Kn(Religion): +8
Kn(Nature): +4
Background Skills
Handle Animal: +8 (+12 with Grey Hoof)
Craft (Bow): +8
Languages Common, Celestial, Sylvan
Equipment

--------------------
Racial Traits
--------------------
Skilled: +1 Skill Point per LVL
Bonus Feat: Extra Feat at First LVL
--------------------
Special Abilities
--------------------
Cleric Domain: Animal (Feather Subdomain)
*Eyes of the Hawk: 1/2 LVL Bonus to Perception & +2 Init in Surprise Rd
*Animal Companion: Dire Elk (Megaloceros)
*Domain Spells: Spells available every day
Channel Positive Energy: 2d6 Channel (4/Day)

Grey Hoof:

Favored of Erastil (Animal Companion)
LG Medium Medaloceros
Init +3|Senses: Low Light Vision, Scent
--------------------
Defense
--------------------
HP 32/32
AC 16 (Natural) Touch: 13 Flat: 13 (Dex +3, Nat.Armor +3)
Fort +6, Ref +9, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee Gore (1d8+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 12, Wis 15, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats
Campaign: Combat Expertise
1st: Improve Overrun
2nd:
Skills
Acrobatics: +8
Perception: +7
Survival: +6
Languages Common (Understands, but does not speak)
--------------------
Special
--------------------
Link: Handle Animal as Free Action, or Push as a Move Action. +4 to HA
Share Spells: Cast Personal Spells on Companion
Evasion: Save and take no DMG
--------------------
Tricks
--------------------
Combat Trained: Knows (Attack, come, defend, down, guard, and heel)
Exclusive: Companion disregards commands from other handlers
Track: Uses scent ability to track
Deliver: Have Companion deliver an object
"Get Help!": Designate up to 3 people as help to bring to Master
Maneuver: [Under Construction]

Personality & Appearance:

Demari is ever the pragmatic. The Simple and Straightforward solution is his way. Yet, he is very relaxed when anyone seeks his advice. Hoping that his guidance and forthrightness will be an example for those around him. For he hopes to do the most good for those around him.

He is a stocky build with some height. Rugged features, with well kept short brown hair. He tries to keep to his faith in his fashion, often wearing simple leather garb with green motifs. A bow and arrow clasp for his ever present cloak.

Aiming for him to be a mounted archer where it permits. Down time spent making scrolls for those special occasions where someone needs to regenerate a limb. Then get city folk to let go of their decedent ways so they may enjoy the simpler parts of life, like family and community. Or at the very least help them learn the virtues of self reliance through hunting.


I'll roll. Hopefully I'll have a chance to submit a full character.

1. Ability: 4d6 ⇒ (2, 3, 1, 3) = 9 - (1) = 8 (2, 3, 5, 3) = 11
2. Ability: 4d6 ⇒ (3, 6, 4, 6) = 19 - (3) = 16
3. Ability: 4d6 ⇒ (3, 3, 3, 2) = 11 - (2) = 9 (6, 2, 6, 2) = 16
4. Ability: 4d6 ⇒ (1, 5, 6, 3) = 15 - (1) = 14 (6, 5, 6, 3) = 17
5. Ability: 4d6 ⇒ (3, 5, 6, 2) = 16 - (2) = 14
6. Ability: 4d6 ⇒ (4, 3, 1, 6) = 14 - (1) = 13 (4, 3, 6, 6) = 16

1. Reroll 1: 1d6 ⇒ 5
4. Reroll 1: 1d6 ⇒ 6
6. Reroll 1: 1d6 ⇒ 6

3. Reroll Ability: 4d6 ⇒ (6, 2, 6, 2) = 16

So Final:
1. 11
2. 16
3. 16
4. 17
5. 14
6. 16

This is a good one.


GM thelizardwizard
How do you feel about the weapon from 3.5 ed
Main gauche

RPG Superstar 2009 Top 16

I'll have my character put together by morning. Considering half elf Magus. With the 9 in Wisdom. Reckless as hell.


I'm not particularly familiar with 3.5, however I see nothing wrong with grabbing small bits from it long as its nothing to fancy. At first glance it looks fine.

Also, I think annother week to allow for everyone to finish their character and any new applicants to come along is enough time. However, if everyone finishes up their characters sooner I might close it early.


When's recruitment closing?


As said, I'd wager a week, possibly less. At least a couple more days.

RPG Superstar 2009 Top 16

Standard starting gold for level?


Mark Thomas 66 wrote:
Standard starting gold for level?
thelizardwizard wrote:
Ah see! Always bound to miss something. anyway, you can start with lets say, 4000g to spend, no more than 50% on one item.


Thanks. Now presenting Anduriel Silverthorn, half elf Magus (Spell Dancer)


Submissions so far!
Alistair Wellington - Human Fighter/Rogue
Anduriel Silverthorn - Half-Elf Magus
Dalen Felder - Human Fighter
Damari Wilder - Human Cleric
Kostya Tarasov - Gnome Gunslinger/Machinesmith
Lienhol - Half-Elf Oracle/Paladin
Posh Nanjet - Gnome Bard
Rols - Half-Orc Druid/Cavalier
Savos Adze - Halflife Barbarian/Rogue
Serill Elamaer - Elf Wizard
Tordrek The Rusted - Dwarf Gunslinger
Wilf - Dwarf Fighter


Just popping in to say that I'm still working on Dalen and Elaina. I've got the gear bought, I just need to get it sorted where it needs to be. I also need to get their backgrounds in order and then I think I'm done.


well you've got a few days left so no big rush. And thank you Yoricks, was going to make my own list shortly.


Still looking forward to posting a submission just having a very busy week.


Very interested, thinking about playing a Sorcerer.

4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (6, 3, 6, 2) = 17 15
4d6 ⇒ (5, 6, 4, 5) = 20 16
4d6 ⇒ (4, 2, 4, 6) = 16 14
4d6 ⇒ (4, 5, 4, 1) = 14
4d6 ⇒ (5, 1, 4, 3) = 13

Rerolling all ones
Row 1: 2d6 ⇒ (2, 4) = 6
Row 5: 1d6 ⇒ 6
Row 6: 1d6 ⇒ 5

Rerolling one of the 14s
4d6 ⇒ (2, 4, 5, 4) = 15

Looks like this is what I have to work with, I can make that work
14, 15, 16, 14, 15, 14


This looks decidedly interesting and I think my current game just lost it's DM. I'll have to give it a shot.

4d6 ⇒ (5, 5, 6, 2) = 18 = 16
4d6 ⇒ (4, 6, 3, 3) = 16 = 13
4d6 ⇒ (1, 6, 5, 4) = 16 = 15
4d6 ⇒ (6, 4, 3, 1) = 14 = 13
4d6 ⇒ (6, 6, 5, 2) = 19 = 17
4d6 ⇒ (6, 3, 6, 6) = 21 = 18

Reroll 1's: 2d6 ⇒ (3, 2) = 5

Well. I can certainly work with that! I'll see what I can cook up in the next couple days.


This is Alfrazar. I was able to put something together faster than I thought. Everything is in the profile, please tell me if I missed something


Greetings! This is Timeskeeper's character.

Sorry it took my so long but I've been dealing with a cold... So her crunch is done, and I will have her background up tomorrow after work! If I can't get it up tonight that is.

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